Chimera
Redes
A-B | C-D | E-F | G-P | R-S
| T-W
A-B
● Aggravated Damage (Changeling: The Dreaming, p. 221) Chimera may use
this Rede in tandem with the Wyrd Rede to cause aggravated, real-world
damage.
Chimera Point Cost: 3
Use Cost: None
● Animate (Dreams and Nightmares, p. 122) Use of this Rede enables the
caster to move, manipulate, and levitate objects at the
chimera’s whim. Exactly what the caster animates is
dependent upon the nature of the chimera. Chimera spawned
from dreams and fantasies of death can animate corpses, while
nature-chimera animate rocks and branches. Chimera cannot use
animate to affect living matter.
One Glamour lifts 20 pounds of material for one Melee round.
Each point spent on increasing mass raises this amount exponentially (4
points would lift 160 pounds).
Animate used offensively attacks with the chimera’s combat
dice pool (use Intelligence + Melee), +2 dice for every Glamour spent
on mass. Of course, attacks can be dodged.
Glamour Point Cost: 3
Use Cost: 1 Glamour + 1 to increase mass exponentially; +1 Glamour to
increase duration by one round (6 points would animate 160 pounds for 3
rounds, etc.)
● Archetype (Dreams and Nightmares, p. 122) Some chimera have the raw,
essence-absorbing abilities of Glamour at their command.
These chimera are called Archetypes. Archetypes can absorb
the substance of other chimera into their bodies to gain greater
abilities and Redes. All former memoires and experiences of
the victim are now part of the Archetype’s. In
truth, the victim is not so much eaten as reintegrated into the makeup
of the Archetype. The Archetype becomes a collective being
under the control of the original Archetype.
Chimera with this ability may only use it up to three times; usage
depends on the initial level of the Rede purchased. After the
maximum amount of redes is utilized, this Rede becomes defunct, and the
user is no longer considered an Archetype.
To activate this power, the Archetype must physically grasp the victim
and roll resisted Willpower. For each success achieved, the
victim suffers a penalty of one Health Level and one Glamour
point. When an opponent reaches zero Glamour, extra Health
Levels are expended to make up for the loss. When a victim
reaches zero Health Levels, he is absorbed into the matrix of
the Archetype. If the victor was the original victim, she
gains no benefit; the loser becomes intangible.
Once activated, the Archetype Rede must run its course, if the victim
manages to break away, the Archetype still spends the Glamour every
turn until her form breaks apart from the loss of integrity.
If she manages to reestablish contact, the process continues.
When absorbing, an Archetype gains two-thirds the initial Glamour
Points of the victim. The Storyteller purchases Redes,
Abilities, and Attributes that closely match the statistics of the
original victim, from strongest to weakest. These traits
combine with the Archetype’s traits to form a new
being. In appearance, the Archetype now looks like a
conglomeration of the two entities, but not overwhelmingly
so. Anyone who knew the Archetype previously would still
recognize the composite chimera.
Archetypes generally chose victims to whom they already bear some
similarity in form or function. If the victim is not similar
to the Archetype (a sweet teddy bear Archetype attempting to absorb
Carmilla the Giant Tarantula, for example), the activation of the Rede
is considered 2 uses, and the Archetype suffers a +1 difficulty to all
contested Willpower rolls (an archetype with only one cannot absorb an
unrelated chimera). This power is almost as rare as the Wyrd
Rede.
Chimera Point Cost: 10 for one use, 15 for two uses, and 20 for three
uses.
Use Cost: One per turn. Once activated, the Rede consumes 1
point per turn until absorption is complete or the Archetype
disincorporates.
● Armor (Changeling: The Dreaming, p. 221) The Chimera may grow armor
to protect its physical form. Types of armor include tough
skin, metal plating, dragon scales, and chitinous exoskeletons.
Chimera Point Cost: 1 (per point of armor)
Use Cost: None
● Befuddle (Changeling: The Dreaming, p. 221) This power confuses its
target, making it difficult to perform any action. Roll
Glamour with a difficulty equal to the target’s
Willpower. The target loses one die from all Dice Pools for
every success the chimera achieves in excess of the victim.
The effect lasts as long as the chimera remains in the
victim’s presence.
Chimera Point Cost: 3
Use Cost: 1
● Breath (Dreams and Nightmares, p. 122) Breath works similarly to
Venom but affects all targets at range with a cone, cloud, or line in
front of the chimera’s mouth (or whatever orifice the chimera
uses to breathe). The discharge depends on what kind of
breath weapon the creature possesses. For lightning, the
breath expels in a line. For fire, the breath is a
cone. Range is long for a line, medium for a cone
and short for a cloud. Victims can choose to dodge line or
cone breath attacks or to run out of range, if they get the initiative.
Breath attacks are difficult to soak (Stamina, difficulty 7).
Chimera Point Cost: 5 (3, if the breath does not cause damage, such as
one that causes sleep).
Use Cost: Damage from this Rede is 3 + 1 per point of Glamour the
chimera chooses to invest. All targets receive full damage.
C-D
● Curse (Changeling Storyteller's Guide, p. 81) This rede works much
like the second level of the Soothsay Art. As long as the target is
enchanted, she in vulnerable to this rede. The chimera must possess the
Wyrd rede in order to affect targets neither fae nor enchanted. Each
two points of Glamour invested by the chimera acts as a success for
determining the effects of this Rede.
Chimera Point Cost: 5
Use Cost: 2/level of curse effect
● Difficulty Reduction (Dreams and Nightmares, pp. 122-123) Certain
chimera are, by design, superior at specific tasks. A sword
forged to kill perytons will strike more often against perytons than
against other creatures. Difficulty reduction is not a true
Rede but a modifier. Every level reduces the difficulty of a
specified task by 1. The maximum number of levels allowable
for reducing the difficulty of a given task is 2.
Chimera Point Cost: Three for every point of difficulty reduction,
maximum of 2 levels. The modified activity must be stipulated
at the time of purchase and must be specific (-2 difficulty for running
is legal, but -2 for Athletics or Dexterity is too vague).
● Dreadful Gaze (Dreams and Nightmares, p. 123) Chimera with this Rede
literally have looks that kill. Anything living that the
chimera views while activating this power must roll Stamina + Kenning,
difficulty equals the chimera’s Willpower. If the
victim fails to achieve at least 3 successes, he turns to
stone. The effects of this transformation are different for
various beings. All fae and enchanted are effectively
paralyzed for one hour – 10 minutes for every Banality point
they possess. After this =duration, they return to
normal. While they are stone, victims sustain damage at half
their normal rates.
Other chimera instantly lose all Health Levels and must roll to
maintain their integrity. If they succeed, their intangible
forms and physical stone-forms separate. As intangible-form
chimera heal over time, stone-form ones slowly disintegrate into dust
and completely crumble away when the incorporeal ones form new physical
bodies. If they fail their initial roll, they die
instantly. If Healing Arts and certain elixirs can heal the
physical form, an afflicted chimera can instantly reintegrate.
This Rede effects everything, including plants. The chimera
does not have to meet its victim’s eyes to use this Rede, it
merely needs to see the victim. Of course, if the chimera
sees itself in a mirror or reflected surface, it is effected by its own
Rede. Adventurers who encounter a chimera with this power
usually are forewarned by the barren waste and abundance of statues
that surround the chimera’s territory.
Chimera Point Cost: 8
Use Cost: Two Glamour each use. The chimera can choose to use
this Rede or not. Sometimes, the unpredictable nature of
Glamour causes the Rede to activate anyway, even when against the
chimera’s whises. Only one creature may be affected
per use.
● Dreamform (Changeling: The Dreaming, p. 221) The chimera is composed
of a more rarified, purer Glamour than most chimera are. It
does not have a physical form. (It is still visible, however,
unless it has the Rede Hide). Kithain must use Arts or
Treasures if they wish to affect it, as normal chimerical means will do
no good. A chimera with this Rede does not need to possess
Physical Attributes, but must still have Health Levels. (If
this Rede is purchased, the Stamina limit on Health Levels is ignored).
This rede is permanent, unless the chimera is exposed to high levels of
Banality (it touches an Autumn Person, for
example). In such instances, the
Chimera’s current Glamour is rolled (difficulty equals the
source’s Banality). If the roll fails, the chimera
loses its Dreamform instantly and gains two chimera points to allocates
among Physical Attributes that it develops suddenly. The
chimera remains in this physical form as long as it remains in contact
with the Banality that changed it. If the Glamour roll
botches, the change is permanent.
Chimera Point Cost: 5
Use Cost: None
● Dreamweaving (Dreams and Nightmares, p. 123) This Rede works only on
sleeping victims in the mundane world when deployed by chimera in the
Dreaming. Characters sleeping in the Dreaming are
unaffected. Chimera not in the Dreaming cannot utilize this
Rede.
To activate Dreamweaving, the chimera merely needs to encounter a
sleeping victim and gain at least one success on a Glamour roll
(difficulty equals the victim’s Willpower). For the
remainder of the scene, the chimera can direct the course of the
victim’s dream in any manner she sees fit.
Successive Dreamweavings on the same victim become easier over a period
of time. For every two Dreamweaving attempts, the victim
suffers -1 to his Willpower dice pool to resist.
Repeated use of this rede causes the victim to gain no benefits from
sleep. Over time, the target suffers permanent loss of
Willpower, insanity, and death.
Chimera Point Cost: 4
Use Cost: This Rede costs no Glamour to use. It is actually a
limited form of Ravaging, as the chimera gains Glamour from the victim
over a period of time.
E-F
● Enchantment (Changeling: The Dreaming, p. 221) This Rede allows a
chimera to affect nonfae, and allows them to effect it. The
chimera may interact with a human, chat amiably with him, or attack
him. All damage is still chimerical, and the human forgets
the encounter quickly. The chimera would need the Wyrd Rede
to affect the physical world.
Chimera Point Cost: 3
Use Cost: This Rede costs one Glamour per turn to use, or one per hour
in a freehold or the Dreaming.
● Ensnare (Changeling: The Dreaming, p. 221) The Chimera can attempt to
physically restrain its target in some manner. The ways in
which chimera can do this vary widely (a spider’s web, a net,
sticky foam). An appropriate attack roll is made, or the
Ensnare is set in advance in hopes that someone will blunder into
it. Ensnare has Strength 2 and two points of armor for every
three points of permanent Glamour possessed by the Chimera.
Chimera with less than three points of permanent Glamour have an
Ensnare with Strength 1 and one point of armor.
Chimera Point Cost: 2
Use Cost: 1 to capture a human-sized object.
● Entrancement (Dreams and Nightmares, p. 123) This Rede convinces the
victim that the user is her friend and that the victim should go to
great lengths to help the user. The victim will not endanger
himself, but he will defend his new friend from all enemies.
The user spends one Willpower point and rolls her Glamour pool
(difficulty equals the victim’s Banality). The
duration of the Rede’s power is a number of scenes equal to
the number of successes. The chimera can cast the Rede again,
but at +1 difficulty for each additional casting, as the victim begins
to get suspicious. The victim must understand the
chimera’s language for this Rede to work.
Chimera Point Cost: 4
Use Cost: 1 Willpower
● Fear (Changeling: The Dreaming, p. 221) Chimera with this Rede can
cause a subject to freeze with fear or retreat in stark
terror. Fear persists for one to 10 turns. The
victim may make a Willpower roll (difficulty 6); each success reduces
the Rede’s duration by one turn. This fear can be
generated by any number of means; some chimera frighten their targets
by their mere appearance.
Chimera Point Cost: 2
Use Cost: 1
● Fester (Changeling: The Dreaming, p. 222) This Rede causes the victim
to manifest the symptoms of a particular disease. The
storyteller decides at what rate the disease progresses, but it is
often extremely fast. A disease that would normally take
years to manifest may do so in hours. A victim may cure the
effects of this Rede by making an opposed Willpower roll and gaining
more successes than the chimera does, although the victim must be aware
of the chimera’s presence to resist. Primal ● ● ●
● (Heather Balm) may heal damage inflicted by this Rede, but
will not cure the disease.
Chimera Point Cost: 5
Use Cost: 1 per Health Level of damage inflicted by the disease.
● Flame Breath (Changeling Storyteller's Guide, p. 81) This Rede can be
used to provide a chimera with a chimerical-ranged attack. The most
obvious effect is dragon's breath, but arrows, laser beams, and
lightning bolts can all be created by it.
Chimera Point Cost: 3 per dice of chimerical damage
Use Cost: 1
● Flash (Changeling Storyteller's Guide, p. 81) Allows the chimera to
blind a target. The target must be fae or enchanted, or the chimera
must possess the Wyrd rede as well. The target is blinded for 5 turns,
but this effect can be soaked with a Dexterity + Dodge roll (difficulty
8) to avoid the flash.
Chimera Point Cost: 3
Use Cost: 1
● Flight (Changeling: The Dreaming, p. 222) The chimera can
fly under its own power. Changelings seek chimera for this
Rede for flying carpets and the like. The chimera can fly 25
feet per turn per point of Dexterity that it has.
Chimera Point Cost: 3
Use Cost: 1 per hour
G-P
● Gulp (Changeling: The Dreaming, p. 222) Chimera with this power may
unhinge their jaws wide enough to swallow victims. If a
chimera gains five or more successes on an attack roll, it swallows the
victim hole. Damage is automatic each turn thereafter, if the
chimera chooses to inflict it. Some chimera may hold their
victims inside themselves just long enough to terrify them, and then
spit them out again. Victims swallowed by redcap-inspired
chimera are rarely so lucky.
Chimera Point Cost: 3
Use Cost: 2
● Glamour Pact (Changeling: The Dreaming, p. 222) The chimera can
protect itself from being crafted, forged, or trapped in a treasure
against its will. The difficulty of any attempt to do so by
changeling artisans is increased by two, and the chimera may be even
more difficult to control than the average unwilling chimera.
Changeling consider most Glamour Pact items to be
‘cursed,’ and the chimera in one may still use any
Redes that are not based on Physical Attributes. Chimera with
Glamour Pact that are trapped in items retain their Glamour and
Willpower scores. Their new forms dictate their physical
characteristics. Some chimera use this power to force and
artisan to change them back to their true forms (often a difficult
task). Some, however, retain their imposed forms for years,
relishing their status as cursed objects. Only the greatest
or most insane changeling artisans work with chimera that possess this
Rede.
Chimera Point Cost: 5
Use Cost: 1 permanent Glamour
● Healing (Changeling: The Dreaming, p. 222) The chimera can heal its
own wounds or those of others. The chimera must have the Wyrd
rede to heal nonchimerical injuries.
Chimera Point Cost: 5
Use Cost: 1 point of Glamour heals one Health Level of damage.
● Hide (Changeling: The Dreaming, p. 222) This Rede allows a chimera to
become invisible to all changelings and enchanted beings. A
Perception + Kenning roll (difficulty 8) must be made for a changeling
trying to determine the location of a chimera that is using this Rede,
and at least two successes must be achieved. (One success
indicates the general location of the chimera). This effect
lasts for the duration of a scene (up to one hour).
Some chimera can use this Rede to hide Changelings or even unenchanted
beings. Hiding a changeling from another changeling functions
just as described above. Hiding a changeling from the
unenchanted, or hiding an unenchanted item or person requires that the
chimera possess the Wyrd Rede.
Chimera Point Cost: 5 (for hiding self only); 7 (for ability to affect
others)
Use Cost: 1 (and 1 per person or item affected)
● Illusions (Dreams and Nightmares, p. 123) The caster of
this Rede can change the perceptions of the target(s). This
Rede is similar in function to the Chicanery cantrip Fuddle, in that it
can give an object or sensation a different appearance, but only one of
roughly the same size or sensory imput. You could make a
horse appear to be a wurm, but you could not make the horse invisible
or appear to be a 10 story building. No special abilities are
gained from this Rede
This power affects all things within sensory range, even individuals
who scry the area. However, the Rede fails against anyone who
possesses Perception 4 or greater, or who has some supernatural visual
ability. Any victim who thinks that she is viewing an
illusion gets an initial roll of Perception + Kenning, difficulty 6 (+1
for every extra Glamour invested, maximum of 9). If she gets
two or more successes, she sees the illusion as it truly is.
The Rede lasts as long as the chimera chooses. All illusions
drop when the chimera sustains 3 or more Health Levels of damage.
Chimera Point Cost: 3
Use Cost: 1 Glamour, +1 to increase the impenetrability of an illusion.
● Poof Begone (Dreams and Nightmares, p. 123) This power is the ability
to vanish at one place in the Dreaming and reappear in
another. The exact distance is limited, but certain areas of
the Dreaming are known to enhance this Rede. Being on a trod
of standing in a mushroom ring, for example, somehow increases the
maximum allowable distance (by 50 feet).
A chimera must be able to see the destination of the Rede.
The user could poof anywhere in a house, but he would have to be able
to see the house’s exterior, and he could only poof to one of
the outer rooms – not an interior room or the
basement. This ability is usable only in the Dreaming, even
if the character possesses Wyrd.
Chimera Point Cost: 3
Use Cost: 1 Glamour
● Possession (Changeling: The Dreaming, p. 222) The chimera must touch
the target. An opposed roll is made of the
chimera’s Glamour and the target’s Willpower
(difficulties are the opponent’s scores). If the
chimera rolls more successes, it possesses the victim for one turn per
success in excess of the opponent’s roll. If the
target has a higher permanent Banality score than the chimera has
permanent Glamour, the chimera loses a point of Glamour for each point
of the difference. This Rede works only on Kithain unless the
chimera has the Rede Enchantment.
Chimera Point Cost: 7
Use Cost: 2 Willpower
R-S
● Riadstradh (Dreams and Nightmares, pp. 123-124) Riadstradh, or
beserkergang, is the ability to enter into a battle frenzy before or
during combat. Wound penalties are ignored, and the chimera
gains an increase in her combat dice pool. The unfortunate
side effect is that the battle crazed chimera attacks any and all
creatures still tanding until the Riadstradh runs its course or the
chimera loses all Health Levels. The duration of the
Riadstradh is the Stamina of the chimera +2 for extra Glamour point
spent. After the Riadstradh, the chimera suffers 1 damage for
every 3 turns in the frenzy (round up). This damage is
fatigue and heals at the point of one point per hour.
Fatigue-damage is almost never lethal, but otherwise has the same
effect as any other wound penalties.
When purchasing Riadstradh, the chimera must specify the enemy that the
Rede is directed toward. The enemy listing can be as
generalized as a species or Legacy, but no broader (listing sidhe is
legal, but all fae is not). To activate Riadstradh, at least
one representative enemy must be on the opposing side.
Chimera Point Cost: 3 for +1 to combat dice pool, +1 for every +1 to
pool (+3 dice pool costs 5 points)
Use Cost: 1 Glamour point for frenzy lasting 3 Stamina rounds, +2 for
every extra Glamour point spent
● Scuttle (Changeling: The Dreaming, p. 222) Chimera with this Rede may
move at truly amazing speeds.
Chimera Point Cost: 3
Use Cost: A chimera may take one extra action per Glamour spent.
● Sense Banality (Changeling: The Dreaming, p. 222) The chimera can
tell how much Banality is in a person, object, or place.
Chimera Point Cost: 2
Use Cost: 1 Willpower
● Shapeshift (Changeling: The Dreaming, p. 222) A chimera with this
power can change its appearance in almost any way it desires.
It may appear to grow larger or smaller. It may turn into a
creature of dazzling beauty or a monstrosity from the Nightmare
Realms. This image is completely illusionary, and the chimera
gains no additional abilities from this Rede. This power
affects all five senses, but cannot be used to cause damage with
illusionary weapons.
Chimera Point Cost: 5
Use Cost: 1 per shape change
● Steal Glamour (Changeling: The Dreaming, p. 222) This Rede allows the
chimera to actually steal Glamour from a changeling or even another
chimera. A Willpower roll with a difficulty equal to the
target’s Glamour must be made for a chimera to use this Rede
successfully. The number of successes rolled determines how
many points of temporary Glamour are stolen.
Chimera Point Cost: 3
Use Cost: 1 Willpower
T-W
● Transmute (Dreams and Nightmares, p. 124) This Rede gives the ability
to change a nonliving, organic substance into something else, or merely
to alter its composition. During the Middle Ages, mortals
thought fae were guilty of souring milk and poisoning wells, when
spiteful chimera were the true culprits.
At the cost of 1 Glamour point, a chimera can cause food to spoil or
vice versa. For 3 points, a chimera can turn nonedible plant
material (such as straw) into a king’s feast, or she can
cause an organic material to exhibit characteristics of any other
related material. She can make edible mushrooms poisonous, or
turn poisonous toad legs into tasty, edible frog legs. She
can transform the finest silk into chaff or make the weakest willow as
strong as oak.
For five points, the chimera can force radical changes upon organic
materials, making wood as edible as spaghetti or giving a cotton shirt
the protective qualities of wooden armor. (You hve always
wondered how that witch created the candy house in ‘Hansel
and Gretel,’ didn’t you?)
This Rede is usable in the mundane world; it is not necessary to
possess the Wyrd Rede. However, such alterations are never
permanent, as Banality eats away the power of the change.
Wood chips transmuted to gold coins fade back to wood, and poisonous
mushrooms revert to their former state, even if already
eaten. In the Dreaming, this change is permanent.
Chimera who purchase this Rede must declare a
‘specialization’ or material that this Rede is
limited to transmuting. A chimera can have multiple
specializations but must spend Glamour points for each
specialization. The specializations are water, vegetables and
fruits, wood, animal meat and hide, spices, fungi, fibers, beer and
wine, dairy, and other plants.
Chimera Point Cost: 3 per specialization
Use Cost: 1-5 Glamour Points
● Traverse Dreaming (Changeling: The Dreaming, p. 222) This Rede allows
chimera to travel to the mortal world from the Dreaming, or to enter
the Dreaming from the mortal world. Chimera can only travel
through established trods and portals, though some travel chimerical
trods known only to their kind.
Chimera Point Cost: 5
Use Cost: 1
● Venom (Changeling: The Dreaming, p. 222) Chimerical venom can cause
paralysis or even ‘death’ to Changelings.
The victim may suffer damage, and a successful stamina roll (difficulty
8) must be made, or the victim may be paralyzed for one minute per
point of Glamour invested by the chimera.
Chimera Point Cost: 3
Use Cost: Chimera usually deliver their venom in tandem with a physical
attack (bite, stinger, claw). This Rede causes one additional
Health Level of Damage per point of Glamour that the chimera chooses to
invest (assuming that the chimera seeks to do harm with its venom).
● Weaponry (Changeling: The Dreaming, pp. 222-223) The chimera may
create physical (non-ranged) weapons from its chimerical
substance. These may include swords, horns, or lashing
tails. If a chimera loses its physical form, its weapon
disappears with it, but the weapon may stay behind in some cases.
Chimera Point Cost: The Chimera inflicts +1 damage for every two
chimera points spent.
Use Cost: None
● Wyrd (Changeling: The Dreaming, pp. 223) A chimera that invokes this
Rede becomes a solid creature in the real world and can cause physical
damage. This is one of the rarest chimerical powers.
Chimera Point Cost: 5
Use Cost: 1 Willpower per scene